#๐Ÿ’ปโ”ƒunity-talk

1 messages ยท Page 12 of 1

grand bison
#

I'm thinking it could be optimized more if grass out of camera view doesn't get rendered

slow dirge
grand bison
#

oh

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my bad

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I'm kind of a newbie

glad parcel
#

hello, srry for bother i dont know where to ask, im trying to install the last LTS version and this happens :c what can i do. I tried to uninstall and install unity hub

slow dirge
#

!logs

vagrant rootBOT
# slow dirge !logs
๐Ÿ“ Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

glad parcel
tepid narwhal
#

why does robot kyle need this many dependencies and can I just ignore them

gray frigate
#

Most of these are just the built-in modules

tepid narwhal
#

so yes I can ignore them

gray frigate
#

i'm kind of surprised it's explicitly listing all of these

upper tide
#

yo can someone link me to the C# server

gray frigate
tepid narwhal
tepid narwhal
#

when you install one some of them may need to install others

gray frigate
#

Almost every package in that list is just something that Unity includes by default in the 3D template

#

I just don't recognize that interface

tepid narwhal
potent geyser
cyan lion
#

Try reinstalling

fair cove
last parcel
#

try making a 3d grass model on blender

haughty lion
#

Is it easier to change a 2D project to 2.5D or a 3D project to 2.5D in terms of the basic settings required to display the effect (generally speaking)?

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My assumption is 3D but I just figured I'd ask.

copper gust
#

none are really harder than others

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the only difference between the 2d and 3d projects are some different project settings

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its all 3d

astral ore
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If Your 2D Game Use Sprits Instead of 3D Model

next magnet
#

Hi guys!
Is it possible to get some document from Unity Asset Store about successful payment for my sold assets?

Because I see only pdf file with invoice, but there are no any check/transaction protocol (swift protocol)/any other proof from Unity side about that payment thonk

My bank needs such document.

I've sent a ticket via support forum, but Unity team ignores me almost 2 weeks, and I don't see any alternative ways to reach out to Unity support team, no online chat, no emails, no Telegram bot or something.

ocean pumice
next magnet
#

It doesn't work like this, in our country. There is strong financial monitoring and banks need a lot of proofs of sources of your profits

#

They will not reach out to Unity

ocean pumice
#

Well, then your country lives in a dream world I guess. You are not allowed to access that sensitive information inside Unity

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If they want it, they can take your invoice and based on that request it from unity as a legal instance

next magnet
#

And my problem is that I forgot to change my payment info, and Unity has sent me money to my old bank account, which was changed a few months ago. So that money was stuck on some special account, to redirect that money to my new account, the bank needs swift protocol

next magnet
ocean pumice
#

well, than you need to get the information from your old "special" bank. Unity most likely wont fix your personal failure there

next magnet
#

That was the same bank but another account

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They can open that account and check that transaction but only if I provide swift protocol from Unity side

ocean pumice
#

thats nonsense. If they are the same bank, they have some transaction information on their side

next magnet
#

I dont need any fix from Unity, only some check or protocol

next magnet
ocean pumice
#

Yeh, thats out of my common sense scope, I guess. They are the same bank you received the payment for the same legal person.

next magnet
#

Even without this incident, in our country its often situation when bank asks some document of approval of your money sources

pearl oyster
#

You'll have to wait for the Unity customer service to reply. You can't get that information by yourself. They're not "ignoring" you, a queue of several weeks for a reply is expected

ocean pumice
next magnet
#

for example, 3 months ago they just closed all USD/EUR bank accounts of all private entrepreneurs.
and created new ones. that was very "cool", especially for PE's who had their old accounts written in tons of contracts and invoices, so that was pretty easy to forget to edit that info in all that places. thumbs_up_cat

ocean pumice
#

Oh boy and very interesting, but as its starting to get off topic, Ill step out before we continue ๐Ÿ™‚

sly lake
#

The only real "proof of payment" is the actual bank transaction.

next magnet
pulsar finch
#

hi! where can i ask questions about unity?

charred fog
#

!learn

vagrant rootBOT
charred fog
#

Also there are pinned materials in every channel with resources as well.

pulsar finch
#

i just want to ask a specific question am i able to import an fbx file with multiple animations? well i know i can but how do i cycle through the animations

woeful spear
#

Soft Shadows checkbox doesn't seem to make any difference. Same for Cascade counts. No effect.

charred fog
#

Make sure the current quality is the one set for use in Editor in settings as default

sly lake
#

3 is "normal"

woeful spear
sly lake
#

They also need to be configured right

woeful spear
silent mica
pulsar finch
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so for example when i press a button that animation happens or i press another button and another animation happens

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if not i have a work around although its harder so thats why i am asking here

charred fog
#

Because might be missing a step assigning current configuration as an active pipeline

silent mica
pulsar finch
#

ok

silent mica
#

Assuming your animations imported without issues, Animator can cycle through animations automatically. For input control you would need to do a small amount of scripting.

pulsar finch
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i will check it out

woeful spear
charred fog
#

Cool, now follow what Wolfos said.

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Tutorials usually have download files, might want to compare settings with them.

sly lake
#

Four cascades is a bit much. I found that three is the sweet spot for normal graphics cards.

woeful spear
# charred fog Tutorials usually have download files, might want to compare settings with them.

I'm actually following Unity's tutorial, so all assets are provided by them. I didn't change anything else. I only change what they ask. Anyway, I changed Cascade to 3 and dragged sliders here and there and sadly no effect. I must be doing something wrong. The tutorial doesn't metnion any details yet. It just said enable soft shadow checkbox and increase cascade as it will increase quality. That's it.

#
  1. Enable Soft Shadows. This property enables extra processing to make your shadows look smoother.

  2. Find the Cascades Count property. This controls how many shadow cascades are used in your project. These help address pixelation of shadows close to the Camera that are created by the Directional Light (perspective aliasing). The more cascades you use in a scene, the less the shadows are affected by perspective aliasing.

sly lake
#

Well if it does nothing then it's not using these settings

woeful spear
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Do these warnings have anything to do with it?

charred fog
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Check if light source configured properly as well

sly lake
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Might be overridden by a volume? Idk how URP works

sly lake
woeful spear
sly lake
#

It's not using these settings. Otherwise you'd have seen a massive change in resolution with four cascades.

charred fog
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Use recommended resolution

sly lake
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Or don't use point light shadows at all

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Depending on whether you have a directional light source or not

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In an interior situation without a sun, using point light shadows is fine. In an exterior situation I'd recommend turning them off.

woeful spear
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I think these warnings appear because the Unity version tutorial used to make these assets/project is not exactly same as mine. Both are version 6.0 but not exactly same.

ocean pumice
sly lake
#

No, it's appearing because the resolution your point light shadows are rendering at, combined with the amount you're trying to render, doesn't fit in the 2048x2048 atlas you allocated.

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Solutions:

  • lower shadow map resolutions
  • increase atlas resolution
  • decrease the amount of shadow casting lights
woeful spear
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Right now I'm clueless as I'm just following tutorial instructions. So I don't know about atlas settings.

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Not to mention I've not watched any console tutorials yet.

maiden mortar
#

Hi Guys I need your help I am new to Unity

ocean pumice
sly lake
maiden mortar
#

Bro can you help

#

me

ocean pumice
charred fog
vagrant rootBOT
# charred fog !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #๐Ÿ”Žโ”ƒfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #๐ŸŒฑโ”ƒstart-here

maiden mortar
#

Bro I have a Unity WebGL game. I need to make two scenes and switch them with a button that part is easy. But the real challenge is when someone opens my game link on a mobile browser, it must automatically open in FULLSCREEN by itself no tap, no click, no user interaction. Just open link โ†’ fullscreen game. But browsers keep blocking fullscreen without user interaction. How do I bypass this and force fullscreen in browser?

sly lake
#

That's impossible. It's a safety feature.

plain dagger
#

Perhaps if installed as a pwa it would work?

sly lake
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Making it the size of the browser window is the most you can do, automatically.

sly lake
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But only for PWAs that are installed.

maiden mortar
sly lake
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Check with whoever assigned the test. Companies typically like it when you go back and ask questions, since you'd do that in a proper working situation as well.

#

Making a PWA, I think, is out of the scope of the test.

maiden mortar
sly lake
#

In fact they could be testing your communication skills by assigning an impossible task ๐Ÿ˜‰

woeful spear
#

Any way to reset a particular settings panel to default values?

sly lake
#

Is there a reset button under the three dots on the top right?

ocean pumice
woeful spear
woeful spear
sly lake
#

I have mine set to 2500 on the highest two quality presets.
This one uses four cascades, the first three are "normal" (couple hundred meters), the last cascade is super big and only renders terrain shadows.

dusty pulsar
#

guys how do i make a sandbox object spawning system

sly lake
#

Can you be more specific?

dusty pulsar
#

who

sly lake
#

Well, I'm not asking myself to be more specific ๐Ÿ˜„

dusty pulsar
#

welp, you know garry's mod?

sly lake
#

I do, yes.

dusty pulsar
#

There's a spawn menu where you can spawn things

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i want that im making a sandbox game too

sly lake
#

Sounds like you need to learn some more Unity basics.

In general you'd have your "things" as prefabs. You'd make a list of these, then Instantiate the prefab.

dusty pulsar
#

is there like a free system of that im lazy

sly lake
#

This really is very basic stuff. If you want to make games you're going to have to do some learning.

dusty pulsar
#

but i dont want to learn for half a year like i did with Lua

inland river
sly lake
#

Alternatively just buy Garry's Mod. Cheaper ๐Ÿ˜„

dusty pulsar
dusty pulsar
inland river
#

If you have nothing to contribute ๐Ÿ‘‹

woeful spear
#

Shadows are soft now and cascade is also working.

woeful spear
#

I think something may have changed in default Unity settings after those tutorials were created.

sly lake
#

2048 for a point light is really nuts though ๐Ÿ˜„

woeful spear
#

Yeah I'd have to read more about it for optimization. I'd leave it as it is for now.

sly lake
#

You'd need to test on target hardware to find the right settings.

#

But shadows are expensive

woeful spear
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Shadows are very important for me in the games I play. I prefer shoft shadows with reasonable quality.

sly lake
#

Yeah, need to find the right balance between visuals and performance.

woeful spear
#

Yeah I know, FPS drops with it

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Along with Lighting and Reflections

sly lake
#

Deferred lighting isn't so expensive. Reflections only if you're rendering them in real-time.

woeful spear
#

They're definitely not static as they change when car moves.

sly lake
#

Many games use real-time reflection probes. I know at least in HDRP this is practically unsupported.

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As in, it performs so poorly it can't ever be used.

woeful spear
sly lake
#

There's also screen space reflections, which is a bit easier to use but artifacty

woeful spear
#

Enabling hardware ray tracing impacts performance by a huge amount.

sly lake
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Still much cheaper than real-time reflection probes in HDRP ๐Ÿ˜…

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I played around with ray traced reflections but ended up going for screen space only. I don't like the sharp look of them.

woeful spear
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I want to start with HDRP as I tend to make realistic scenes. But I eventually started with URP for now.

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Most of the Unity tutorials are focused on URP

sly lake
#

URP is a lot simpler.

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HDRP is a constant fight to keep performance above the target.

pulsar finch
#

am i able to have physics interaction with a character controller? so for example if i push against an object it would move

sly lake
pulsar finch
#

ok thanks

#

by the way should i make it a rigidbody instead to save me all the coding? because i am not really able to code that it

sly lake
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It's very difficult to make a Rigidbody-based character controller.

pulsar finch
#

i already have one but some people say its worse

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i used yeahlowflicker's code

sly lake
pulsar finch
#

oh well

sly lake
#

Very easy to end up with thousands of lines of code for movement either way ๐Ÿ˜‰

pulsar finch
#

guess more searching

formal girder
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Hey, is there any one who will team up with me for the project similar to brawl halla

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i will pay

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ofcourse

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I need a person who can create anumations perfectly

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Every Character animation

tulip epoch
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Please help, my Z-axis dips depend on the fps (the lower the fps, the more pronounced the dips). z

pearl oyster
#

AI generated code

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Lerping the velocity is pretty silly. Ask it to generate one without the lerps

tulip epoch
#

Yes, I don't understand writing logic at all. Are you advising me not to use AI at all? How should I structure the training then?

pearl oyster
#

and don't cross-post

#

Follow an actual course ๐Ÿ‘‡

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!learn

vagrant rootBOT
tulip epoch
pearl oyster
#

Don't post the same question to multiple channels

tulip epoch
#

Sorry

potent geyser
#

Please don't spam off topic, thanks. @karmic wren

formal girder
#

Hey, is there any one who will team up with me for the project similar to brawl halla

vagrant rootBOT
# stuck flower !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โ€ข ** Collaboration & Jobs**

formal girder
plain dagger
#

haha no, no collabs here

formal girder
#

I will pay

plain dagger
#

doesnt matter follow the rules or leave the server

formal girder
#

Where is collab then?

#

I cant see it

vivid cedar
stuck flower
copper gust
grand shale
# copper gust

Thanks a lot, Mr. Law-abiding. You get a cake as your prize.

gray frigate
#

i wish the URP let you use physically-bsed light units

#

they make it so much easier to reason about light

plain dagger
#

I guess its because urp is not intended to be super realistic but having alternate units would be nice

gray frigate
#

i dunno if it uses inverse-square falloff or something more like BiRP's falloff

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if it's not the former, accurate light units wouldn't be very helpful anyway

plain dagger
#

Does it change between Complex Lit/Lit and Simple Lit?

azure grove
#

not sure with the falloff, but Simple lit is literally just NdotL Lambert + Blinn type thing

keen lantern
#

URP uses inverse square, but like in HDRP, you can get non-inverse square if you limit the range too much.

jovial shadow
#

Hey
Please unity hub refuses to add the editor but the editor is install and I don't want to locate an editor if not i won't be able to add modules.
I almost try everything
Any ideas
๐Ÿ™

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And i don't see any error from the log

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I just see info and debug from yhe log

silent mica
jovial shadow
#

Yes, I'm installing through the hub but at the end the hub says installation failed but when I check the install path the editor is install

silent mica
#

Did you retry it?

jovial shadow
#

Sometimes it will create another folder, sometimes it will override i think

gray frigate
#

i've hacked shaders to switch from legacy to inverse-square falloff before

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not the worst experience, but also a pain

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(that gave me a more accurate preview of my baked lighting, which is using inverse-square)

glacial dirge
#

is anyone else having this issue?
tried restarting my computer, logging out and back in, disabling firewall + antivirus
it was working fine until I updated the unity hub :(

dense reef
#

try to relogin into your Unity account

fiery needle
#

Do you recommend learning C# or going straight to the unity?

dense reef
#

You can learn C# basics and then go to Unity.

fiery needle
#

What do you mean by basic?

exotic relic
#

With unity, it works in combination with the code. Unity has free courses or you can watch some youtube videos if you are hands on

#

!learn

vagrant rootBOT
dense reef
#

@fiery needle I used this tutorial to learn C# better when started it contain all info you need about C# to start developing https://www.kodeco.com/3247-beginning-c

kodeco.com

Learn the basics of C# in the context of Unity in this FREE comprehensive screencast series.

strong tendon
#

Yoo

potent moss
#

they players do connect to the same session apparently but they don't show up on each players screen where they're "supposed" to be

#

ie: instead of each player seeing the other person on their own screen they instead just see a clone of themselves for some reason that copies their inputs

real patrol
#

Hi, is anyone getting this warning lately?

signal vigil
#

Is anyone familiar with the Unity recorder package? It has worked nicely for me so far but now I am running into issues that probably stem from Time.deltaTime. I wrote a small function that rotates a gameObject:

Quaternion DampedOscillatorRotation(ref float displacement, float velocity)
{
    displacement = Mathf.Repeat(displacement + 180f, 360f) - 180f;
    
    float force = -_spring * displacement - _damp * velocity;
    velocity += force * Time.deltaTime;
    displacement += velocity * Time.deltaTime;

    return Quaternion.Euler(0f, 0f, displacement);
}```
This function is called in a coroutine. It works perfectly fine until I try to record it, then the rotation goes crazy and never slows down. Since another piece of code that handles second order dynamics also stops working I guess it's the deltaTime.

Any ideas how to fix this? The recorder package is really useful but this kills it completely. ๐Ÿ™
vivid cedar
#

that, of course, will lead to stutteriness issues so you'd need to also interpolate the results, which would happen naturally if using a Rigidbody with interpolation on and moving it via MoveRotation

signal vigil
#

I am basically recreating the effect of ballatros hand cards as seen here (https://youtu.be/Alwy-TH0WzE?si=ycwXTHziL4oT-nAj&t=217). No physics, just a coroutine that starts when I pick up a card and stops when I put it down.

Balatro is a super cool and juicy game and I wanted to recreate some of his effects in Godot

Checkout the source code: https://github.com/MrEliptik/godot_ui_components

๐ŸŽ“ Learn how to make JUICY games ๐Ÿ‘‡
https://shorturl.at/eIT36

๐Ÿ‘ค SOCIALS

๐Ÿ’ฐ One time donation: https://ko-fi.com/mreliptik
๐Ÿ’ฐ Support me on Patreon: http...
โ–ถ Play video
fiery needle
#

The orders confuse me.

vivid cedar
#

you are doing a physics simulation here

#

even if you're not using the physics engine

#

Why not use something more predictable/consistent like sine/cosine

#

the issue with what you have now is that it's a feedback loop - it's a 2nd degree function that depends on its own output in one frame for the output in the next frame. By the very nature of those functions, they will not work consistently without a fixed framerate

#

you can add some noise in with a noise function if you like

gray frigate
#

but i don't see anything here that would break under that condition

#

I'm guessing you're just seeing bad behavior when the framerate changes

#

When you're doing a damped oscillator like this, there's a critical timestep above which it starts to misbehave

#

It's possible that you're running into that

gray frigate
#

see if turning on the recorder still causes issues

copper gust
#

anyone doing multiplayer stuff is going to be in the multiplayer channels

peak mountain
#

Im buying a laptop to make high end desktop games in unity, what specs should I go after? Like is the intel core ultra series better since its more suited for workstations or should I get a cpu more suited for gaming?

vivid cedar
#

You can still make the game with a weaker machine but you won't be able to test the highest settings effectively

peak mountain
#

I have a desktop already and with how lovely the weather has been dont want to be tethered to my desk anymore, is there really not any decent laptops that could run it?

vivid cedar
#

"gaming laptop" is basically an oxymoron.

You can certainly do some development on the laptop but at lower quality settings and plan to do the high end testing on the desktop

#

in that case I would worry more about portability and battery life than the actual specs of the thing

#

Basically it will depend on your "low" graphics setting more than anything.

#

Target "low" quality mode for doing dev on the laptop and worry about the high fidelity stuff on the desktop

#

you'd get more value out of doing that than trying to run it on high on the laptop

strange moon
signal vigil
peak mountain
#

Thanks!

#

I might just get 64 i usually got 900 chrome tabs opened lol

vivid cedar
#

good idea. Weirdly the 32gb seems to be cheaper than the 16 on this page??

#

Damn this pricing is wonky.

16GB with 1TB SSD -> 1709
32GB with 1TB SSD -> 1649
32GB with 2TB -> 2099

#

that 2TB is a ripoff

pale coyote
#

I'm trying to connect to unity version control however this is showing up. What do I do?

vivid cedar
pale coyote
vivid cedar
pale coyote
#

Does this happen when you use like a demo scene from an asset or something?

vivid cedar
pale coyote
#

It shows this help pls

peak mountain
#

is a 5070 ti in a laptop the same chip they put in a desktop?

vivid cedar
#

the dream gaming laptops try to sell of "Desktop quality but in a laptop package" is not real.

peak mountain
#

It makes no sense to me why they have the same name if they are different tbh pretty misleading

#

$5700 dollar laptops on amazon, core ultra 9 64 gb ram and 5090 gpu is taxxed as hell if thats a watered down gpu

balmy kettle
peak mountain
#

can get the exact same laptop with a 5070ti for $1200 less cant imagine the boost in performance is worth it lol

balmy kettle
strong fable
#

when baking animation rigging constraints via transfer motion to skeleton it does not care about the .65 weight on the multi-parent and treats it as if it were 1. is there a fix for this?

trim bison
#

yo

#

can i make some friends who can teach me some things abt unity

#

please

balmy kettle
#

!learn

vagrant rootBOT
trim bison
#

that dont help at all i wanna talk to a real human being

#

and ask questions

#

i cant talk too a site

balmy kettle
#

If you want a tutor then hire someone

strong fable
#

chatgpt broski

trim bison
trim bison
balmy kettle
#

Then use the pathways on the learn site.

strong fable
trim bison
#

i asked it one time

#

its doodoo

#

its fine but not good at all

#

i wanna talk to someone who knows unity

strong fable
#

how do u know it doesnt know unity lol. u dont know it urself

trim bison
#

and its all buggy and trash

#

it cant even make a game for roblox studio

#

i dont need to be a fucking chef to judge food

strong fable
#

its not gonna help with complex problems but its great for "whats the method called" (well mostly)

strong fable
copper gust
#

nope\

sly lake
#

I was typing a helpful reply but I think I won't ๐Ÿ™‚

strong fable
# copper gust nope\

ur opinion then. he wants to ask questions and talk to someone. it doesnt get much closer when there is no budget.

sly lake
#

I think we have an AI thread somewhere

trim bison
#

dawg

#

why is bruh blocked?

trim bison
#

humans rn are far more intelligent then ai bro

#

ai literally gave me a 30% on a test

#

it cant even describe how johnny klebitz looks like

sly lake
#

Let's keep it on topic here.

trim bison
#

it says johnny has longhair when he bald headed

#

ai is dumb

strong fable
#

u really think anyone would be willing to get on a call with u for free? dont think so gng

trim bison
#

when tf did i say call?

#

nigga?

strong fable
#

u wanna talk to someone no?

trim bison
#

yea but i never said get on a call

#

i wouldnt want to get on a call

#

i meant through text

strong fable
#

gotta get that attitude fixed first

stuck flower
trim bison
#

but im surprised this discord serv doesnt block nigga

potent geyser
#

!ban 1145101604748533820 Racism

vagrant rootBOT
willow goblet
#

I guess the server does block that word

#

Ps: how long did it take you guys to complete all 4 tutorials

signal vigil
#

@gray frigate @vivid cedar thank you for your help. This was recorded using the recorder package.

In the second order dynamics class switched from updating in Update to updating in FixedUpdate, this solved the issue there.

For the oscillator I switched to FixedUpdate as well. I also had to adjust the spring/damp values as this was the error. My set of values worked for the coroutine as it were, but not for the framerate with the recorder.

At least that's what I think are the issues. In both cases the changed length of deltaTime during recording seemed to mess with the script.

mystic abyss
willow goblet
#

2 days after i downloaded unity i still didn't finish the second tutorial. Im on the audio tutorial now

potent moss
#

how does cinemachine work in multiplayer projects?

#

do you need to add several cinemachine cameras for it to work or something?

#

or like what changes between singleplayer and multiplayer with it?

vivid cedar
potent moss
#

online

vivid cedar
#

you should only have cameras for your local playeer

#

the fact there are other players in the game is irrelevant

#

Now yes you can't just naively put cameras on the player prefab

#

but aside from that, there's nothing special going on

potent moss
vivid cedar
#

or disable/destroy it on all non local players

#

either of those will work

willow goblet
#

How long should the tutorials be?

#

Take

golden wraith
#

anyone else's AI toolkit keeps bugging all the time with some login issues?

shadow heron
#

I was wondering how I can make a rolling number counter. Any ideas? Can't seem to find any videos about it either.

pearl oyster
daring birch
#

where i can search people to make game?

potent moss
plain dagger
stuck flower
vagrant rootBOT
# stuck flower !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โ€ข ** Collaboration & Jobs**

daring birch
#

!collab

vagrant rootBOT
# daring birch !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โ€ข ** Collaboration & Jobs**

tawny quail
stuck flower
azure cedar
#

can someone help me with unity

potent moss
#

like how do you change a cinemachine cameras targeting at runtime?

plain dagger
daring birch
#

who want help with game

peak iris
daring birch
#

when create

#

game dev

peak iris
#

If you want to hire devs, try Upwork, else maybe try Brackeys discord channel if you want to collab

stuck flower
vagrant rootBOT
# stuck flower !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โ€ข ** Collaboration & Jobs**

stuck flower
#

Please read it this time

mystic abyss
#

How can I make this always draw the Handles? They only appear when I select the GameObject

[ExecuteInEditMode]
public class BasicTilemapComponent : MonoBehaviour {...}

[CustomEditor(typeof(BasicTilemapComponent))]
public class TilemapEditor : UnityEditor.Editor {
    void OnSceneGUI() {
        var t = target as BasicTilemapComponent;
        var map = t.Tilemap;
        ...
        ...
        Handles.DrawWireCube(center, size);
    }
}```
potent moss
#

I can't rly find anything

plain dagger
copper gust
plain dagger
#

Reading hard

potent moss
copper gust
#

With no disrespect if you don't understand the vibe here you might need to review some more basic c# tutorials

#

multiplayer might be a little much

plain dagger
#

Hopefully you know what Transform does...

stuck flower
copper gust
#

(new in that sentence might be misleading)

plain dagger
#

some Transform

stuck flower
#

Is that code running

#

I don't see that log anywhere

#

but it could be cut off so I'm not sure

potent geyser
#

There's no off topic here, thanks.

golden wraith
#

bro, every time I tab out my project.

somber spire
#

how would you guys generate trees, grass or other environmental assets in a procedural world? im trying to figure it out but i just dont know where to start. i have a procedural terrain system working in chuks generated as needed based on fracctal noise but i dont kkoww howw i sould go on from there

copper gust
#

Depends on the type of stuff you want

#

A lot of games have stuff as handcrafted (or mostly handcrafted) templates (eg. Minecraftโ€™s trees, dungeons, villager houses)

gray frigate
#

You can use those to decide how densely to scatter props

somber spire
somber spire
gray frigate
#

A simple approach would be "rejection sampling"

#

Pick a completely random point and check if any trees are too close

#

if not, put a tree there

somber spire
#

okay ill try that!

gray frigate
#

I use physics queries to do that for one of my procedural generation systems

#

since I have lots of different kinds of things being placed

copper gust
#

Thereโ€™s a lot you can read up on but the general vibe is randomly getting a bunch of places in your area, seeing which ones could spawn the stuff you want, then randomly choosing some to spawn based on values like density or variety that you can tweak

gray frigate
#

Another great option is something called Poisson disk sampling

#

It gives you roughly evenly spaced points

somber spire
gray frigate
#

You could combine this with a random chance to accept the tree based on moisture

#

and also reject most trees on steep slopes

stuck halo
#

somehow out of nowhere today I started getting this popup even though I didn't change anything with version control and google doesn't have any valid answers, my unity is now stuck in an endless loop of this popup appearing as soon as I eradicate its predecessor, did anyone else get it and has a solution?

somber spire
potent moss
pearl oyster
#

It doesn't even reach that part. IsLocalPlayer is false

gray frigate
#

But yeah, it'll get slow as you add more trees

#

that's where something like Poisson disc sampling really helps

somber spire
#

okay thanks

stuck flower
#

In fact, I know it's not that _camera is false because you have a log when that is the case

#

and that log doesn't print

willow goblet
#

Yo, how long does it take to complete the tutorial, I've been at it for 2 days and I've gotten to the scripting part on the 2nd tutorial

stuck flower
#

As long as it takes

#

It's not like you ever stop learning

mental jay
#

Hi,
I'm from Germany and currently training to be an IT specialist for application development. I'd like to start a game development project.

I'm looking for people who are interested in working with me on this project. I'd also love to hear from people who have relatively little experience in game development or programming, like me, so we can grow together and learn new things.

If you're interested, please get in touch. I'd prefer people who also speak German.

Best regards

dusky forum
#

!collab

vagrant rootBOT
# dusky forum !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โ€ข ** Collaboration & Jobs**

tepid narwhal
#

Can I use Unity 2017 if I want even if itโ€™s not up to date

#

I ask because I still donโ€™t want to find out if itโ€™s compromised or not

spring hinge
#

Speaking of Unity versions, is there a fix to the diagonal screen tearing issue in Unity 6? Seeing others complain online but not finding an answer

plain dagger
#

screen tearing is a common graphics issue

viral hill
#

like from corner to corner?

spring hinge
#

this is not my video but what I am getting in all projects since downloading Unity 6 looks the exact same

plain dagger
#

the fuck that looks like a full screen quad fucking up ๐Ÿค”

viral hill
#

weird, definitely something up with that version

spring hinge
#

I made the mistake of designing a whole minigame level before finding out about this, guess I will convert it to a pre-6 version

viral hill
#

is it game view only?

plain dagger
#

you cannot easily downgrade so make sure you have a backup/use source control

spring hinge
stable horizon
#

Hey guys
im new here, is there a way to reach an expert or somebody who has some experience with rendering, URP or shader?
I was working on my 3d mobile game
I imported an asset, im not sure exactly what happend but I think I imported a shader or URP or smthing related, then all objects turned into purple
I can see the textures already assigned but the objects are still purple
Chat GPT told me to change the shader to Universal Render Pipeline and reassign the texture again
but this will take several hours since I'll be reassigning all the materials...
Does anyone have any idea how to fix this issue?

copper gust
#

have you googled the problem

stable horizon
#

yup

copper gust
#

well

stable horizon
copper gust
#

the answer is there

hushed hamlet
nocturne barn
hushed hamlet
#

It looks like its your character jittering not the camera

nocturne barn
#

but in scene view everything looks fine

shadow heron
nocturne barn
#
    private void HandleCamTransform()
    {
        Quaternion TargetRot = Quaternion.Euler(VerticalLook,HorizontalLook,0);

        transform.position = Player.position - TargetRot * Offset;
        transform.rotation = TargetRot;
        Player.rotation = Quaternion.Euler(0,HorizontalLook,0);
    }

this seems to fix it? i mean i feel like i can see some stutter but it feels fine

tepid narwhal
stuck flower
# stable horizon

Pink means shader error. You are using a shader that is incompatible with your chosen render pipeline. You will need to change to a supported shader

stuck flower
copper gust
#

the google results below it are the actual answer

nocturne barn
tepid narwhal
stuck flower
#

Earlier today I was looking for a way to do something in some library and google just straight up imagined a function to do it that doesn't exist

copper gust
hushed hamlet
shadow heron
nocturne barn
nocturne barn
hushed hamlet
# nocturne barn how can i remove the jitter completly

As a temporary step, just change the characters FixedUpdate to an Update. Itll probably spin 4x faster (need to take Time.deltaTime into cpnsideration) but then at least both are on the same frame.

Also, i glanced at the code for like 2 seconds. Im just guessing. I didn't check if there was a valid reason to be rotating in FixedUpdate.

nocturne barn
#

@hushed hamlet I just tried this

Player.rotation = Quaternion.LookRotation(MovementHandler.MoveDirection);

But the jitter is back so im guessing it wasnt because of the update or fixed update etc

hushed hamlet
nocturne barn
#

should i use late update

hushed hamlet
#

Why late update?

nocturne barn
#

i remember everyone saying late update for cam stuff

hushed hamlet
#

Camera you can do on LateUpdate but it'll still be out of sync with the other running on FixedUpdate.

nocturne barn
#

nothing i try works

#

i js tried this

private void Update()
{
    Vector2 RawMove = InputHandler.GetInput("Move").ReadValue<Vector2>();
    MoveInput = new Vector3(RawMove.x, 0f, RawMove.y);

if (MoveInput == Vector3.zero) return;

Quaternion CamDirection = Quaternion.Euler(0,CameraHandler.HorizontalLook,0);
MoveDirection = new Vector3(MoveInput.x, 0f, MoveInput.z).normalized;
MoveDirection = CamDirection * MoveDirection * CurrentSpeed;
}

#

like i tried to make the move direction and player rotation etc happen in update whilst movement is in fixed update

#

still has jitter

hushed hamlet
#

Why are you using FixedUpdate at all though?

copper gust
#

in the past i've had movement in fixedupdate but rotation and cam in late

nocturne barn
shadow heron
bleak robin
nocturne barn
#

Idk anymore nothing is working istg i was watching this tut earlier i copied what he done and i still got jitter

https://www.youtube.com/watch?v=DXw9QhsjlME

idk what to do i feel like its not even cause of my code cause something had to have worked by now since ive tried everything like everything

Checkout the full Third Person Parkour System Course here - https://fantaco.de/unity-parkour-system
Get our Advanced Parkour and Climbing System Asset - https://prf.hn/l/y8kYEa4/

Hey everyone, in this video we'll create a Third Person Controller in Unity. We won't be using any assets to build it, we'll build it completely from scratch because ...

โ–ถ Play video
hushed hamlet
nocturne barn
copper gust
#

not in the code in your thread

nocturne barn
#

how i have movement in fixed and cam in update or late update

copper gust
nocturne barn
# copper gust not in the code in your thread

private void HandleCamTransform()
{
Quaternion TargetRot = Quaternion.Euler(VerticalLook,HorizontalLook,0);

    transform.position = Player.position - TargetRot * Offset;
    transform.rotation = TargetRot;
    Player.rotation = Quaternion.LookRotation(MovementHandler.MoveDirection);
}
#

The code in the thread is a lil outdated

#

I done this but its soooo laggy

    private void Update()
    {
        bool UsingStick = InputHandler.GetDevice() == "Gamepad" ? true : false;
        float NewSensitivy = UsingStick ? Sensitivity * GamepadSensitivity : Sensitivity;

        // Get Mouse look direction
        MousePos = InputHandler.GetInput("Look").ReadValue<Vector2>();
        HorizontalLook += MousePos.x * NewSensitivy;
        HorizontalLook = (HorizontalLook + 360) % 360; // Cap to 360

        VerticalLook -= MousePos.y * (NewSensitivy / 2);
        VerticalLook = Mathf.Clamp(VerticalLook, -MaxY, MaxY); // Limit cam vertical

        HandleCamTransform();
    }
    #endregion

    #region CAM MOVEMENT
    private void HandleCamTransform()
    {
        Quaternion TargetRot = Quaternion.Euler(VerticalLook,HorizontalLook,0);

        transform.position = Player.position - TargetRot * Offset;
        transform.rotation = TargetRot;
        Player.rotation = Quaternion.Slerp(Player.rotation,Quaternion.LookRotation(MovementHandler.MoveDirection),Time.deltaTime * 10);
    }
#

is my lerp speed too low?

#

oh yep

#

thats why

hushed hamlet
nocturne barn
hushed hamlet
sinful totem
#

Can someone help me out? Unity says I don't have a thumbnail image for the avatar when it's CLEARLY there.

nocturne barn
#
Player.rotation = Quaternion.Slerp(Player.rotation,Quaternion.LookRotation(MovementHandler.MoveDirection),Time.deltaTime * RotationSpeed);
sinful totem
copper gust
#

gotta go to the vrchat server

vagrant rootBOT
sinful totem
#

I am so close to losing it.

#

Mkay.

nocturne barn
nocturne barn
#

nothing works

#

like nothing at all

stable horizon
shadow heron
#

At least 2 people did say use cinemachine which may fix your issue...

stable horizon
void flume
#

how do i make a download file for my unity game so i can work on it on a different pc?

storm patio
#

!vc

vagrant rootBOT
# storm patio !vc
Using version control in Unity

Unity Version Control

git Git

Get the latest .gitignore file from here. It should be placed at the root of your Unity project directory.

storm patio
#

use vcs ^

mystic abyss
#

Having suffered with camera code in the past, cinemachine was like a breath of fresh air

trim crane
#

chat i have a general question

mystic abyss
#

imo it's the only real choice for a camera in unity, unless there's some very specific thing non-CM gives a

trim crane
#

rn i've got this game i've been making since a game jam i did a while back and that was once of my first ever projects. As a second i decided to expand a lot on that project and try to make it into a polished game. But now I did another game jam and learned how to structure code a lot better in terms of future development and now adding futures to the previous game jam idea comes as boring or a little dreadful even at the thought. Should I just try to work throughout that process or would it be fine to start another project.

viral hill
trim crane
#

Iโ€™d say from the place itโ€™s at now itโ€™s no where close but after the most recent game jam I could make pace on some new work and catch up easily

sly lake
alpine void
#

i did help with thsi problem, like I have a cube in my enemy character that is coded to follow the player and that cube has a trigger box collider which acts as like a rrespawn thingi but like the cube isnt staying insight of the character.... ive tried different things like adjusting it around but it is nevebr in the acutal character like i want it to be. also the enemy model is like floating in the air idk if this is related or not

fleet canopy
woeful spear
#

I'm on Light baking tutorial and it says:

#

The Progressive GPU Lightmapper (preview) can have a significant positive impact on the speed of lightmapping. However, this will only work well if your computer meets the lightmapperโ€™s hardware and software requirements. Check this now before you continue with this step.

#

For hardware and software requirements. But I don't see how to check if my GPU/hardware would support it.

#

I have 3050 6GB GPU

#

Also in general, do people use CPU or GPU for this purpose?

sly lake
#

I'd recommend looking into APV instead. Lightmapping is pretty outdated.

woeful spear
#

OK. I just want to go through it once for tutorial's sake

#

This is the scene:

outer path
#

Hello

sly lake
#

Try it. It might run out of memory and switch to CPU

outer path
#

A unity beginner here

#

Installed it yesterday But I'm already learning C# cz I'm a computer science student
does anyone have some tips

unreal jewel
sage shuttle
#

is it ok to have a custom physics system for my game? because i really cant deal with rigid body and adding force and stuff makes my life difficult

i feel updating position and using layermasks and physics cast for collision detection makes things more consistant.

just need nudge in right direction if i am thinking in wrong way

unreal jewel
sage shuttle
unreal jewel
#

but it will probably be a good learning experience

sage shuttle
#

thanks for the validation

unreal jewel
gray dirge
alpine void
#

hello

#

can someone plesae help me

#

ill send ss wait

alpine void
#

im trying to build and run my game

#

but it keeps on saying this

#

and i checked trhough my codes and im pretty confident there fine

#

and i reimported my libray file and that

#

and it still says this

slow dirge
alpine void
#

ill send

#

sorry

#

System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.
at Mono.Cecil.PE.ImageReader.ReadImage()
at Mono.Cecil.PE.ImageReader.ReadImage(Disposable1 stream, String file_name) at Mono.Cecil.ModuleDefinition.ReadModule(Disposable1 stream, String fileName, ReaderParameters parameters)
at Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters)
at ApiUpdater.MovedFromOptimizer.Program.CollectMovedFromTypeNamesFromAssembly(String assemblyPath, StreamWriter outputFile, IAPIUpdaterListener logger)
at ApiUpdater.MovedFromOptimizer.Program.RealMain(String[] args)
at ApiUpdater.MovedFromOptimizer.Program.Main(String[] args)

#

this is the top one ^

#

Build completed with a result of 'Failed' in 1 seconds (1022 ms)
11 errors
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

#

bottom one

slow dirge
#

!code

vagrant rootBOT
alpine void
#

the middle one just says that only

#

u want my code?

#

sorry im confused

sage shuttle
slow dirge
alpine void
#

ok

pearl oyster
#

My eagle eyes spy that you have warnings switched off. You need to include those as well

alpine void
slow dirge
# alpine void i sent

Can you share the warnings as well, just like Nitku mentioned.

It seems like unity api updater is choking on some library.

alpine void
#

like i think ive hidden them but i dont know how to find them again

slow dirge
#

Take a screenshot of the whole console tab

#

Or even editor window

alpine void
#

here

#

this is the ss of the whole thing

#

but i still dont know if i have any warnings like

#

how do i show them

slow dirge
#

See the button at the top right of the console tab?

alpine void
#

yes

#

the three dot

slow dirge
#

On seems to be untoggled

#

Not dots. Below them.

alpine void
#

these

#

i thnk i did it

#

the warnings became not greyed out

#

but i still catn see any yellow

slow dirge
#

Now run build again.

alpine void
#

i did

#

this is what it said

slow dirge
#

Though perhaps there weren't any.

alpine void
#

there was once again no yellow

#

wiat

#

but the other two disaperred

slow dirge
slow dirge
alpine void
#

U mean restarting the whole like

#

Close and reopen?

slow dirge
#

Yes

#

If there are no warnings or other errors still, then next step would be to look at the logs.

#

!logs

vagrant rootBOT
# slow dirge !logs
๐Ÿ“ Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

alpine void
#

still the same

alpine void
slow dirge
alpine void
#

becuase i cant find them

#

where is it

#

i followed the thing

#

what is %LOCALAPPDATA%

slow dirge
#

Just copy the pass from the bot message into your address bar in explorer and press enter.

alpine void
#

oh ok

slow dirge
alpine void
#

address bar in exploror like google?

slow dirge
#

Not search... The address bar...

alpine void
#

what is address ..

slow dirge
alpine void
#

im searching up my files online??

#

ok

slow dirge
#

No... It has nothing to do with online. It's the path/address bar on your PC.

alpine void
#

sorry im so confued man

#

can u tell me where this address bar is

#

๐Ÿ™

slow dirge
#

I just said...

gray dirge
# sage shuttle in my usecase the objects will mostly stay in water like boats barrels and other...

Boat physics isn't trivial to get right either way you choose. The point where you would really want to have the physics system back you up is if you want the boats to collide with each other or/and the shore. Coding those interactions yourself is going to be hard if that is required. My first though would be to use AddForceAtPosition on couple points on the underside of the boat to add upwards force based on some boyancy factor (how deep the point is underwater or similar) and use GetPointVelocity to add damping/water resistance. You also would probably want to set the center of mass quite low, likely below the surface to provide some stability which otherwise would have to come directly from the shape of the boat body (which can be hard to simulate). To get the physics realistic, you would have to do something like this anyways and having the physics system helping you to get angular velocities and inertias right is useful. You can do all of that yourself without the physics system but that requires quite much knowledge on basic physics concepts

slow dirge
alpine void
#

OMG

#

I GOT IT

#

SORRY

#

shall i pastedi n here?

#

send as the code format ofc

slow dirge
#

Yes

alpine void
alpine void
slow dirge
alpine void
#

ok thank you

slow dirge
#

I'd assume it's library corruption.
One pussible culprit is that your project is stored in the users(desktop) ditectory:
C:/Users/todd/Desktop/My project (7)

Try moving it somewhere like the root of a disk, delete library and let it regenerate. Pay attention to warnings and errors immediately after that if there are any.
If there are none, try building.
@alpine void

alpine void
#

ok

alpine void
# slow dirge I'd assume it's library corruption. One pussible culprit is that your project is...

when i re opened the project, i saw 7 warnings and 1 red ones,

1st warning: https://paste.mod.gg/mhmfkvgqfess/0

2nd warning: https://paste.mod.gg/idxohdholeny/0

3rd warning: https://paste.mod.gg/tfpxuwtouhhj/0

4th warning:https://paste.mod.gg/menilddjbmkj/0

5th warning:https://paste.mod.gg/ekbdrydplwyd/0

6th warning: https://paste.mod.gg/xkivkyweuucg/0

7th warning: https://paste.mod.gg/cvwfosevchid/0

red one:https://paste.mod.gg/pkljbyjfnrgr/0

then after this when i tried to build it said the same 3 red ones from before

hushed hamlet
alpine void
#

ok

#

what

#

doeds that...

hushed hamlet
#

It is saying that something called Star inside that prefab is missing or deleted.

alpine void
#

ill try and find it in file

hushed hamlet
#

Id start by trying to open the prefab and/or reverting to a working copy of it.

alpine void
#

i found it

hushed hamlet
#

Yup so it is saying that prefab is broken and needs to be fixed.

alpine void
#

r these prefabs

#

from what?

#

because i have my friends level in here as well

hushed hamlet
#

I dunno its not my project

alpine void
#

and i was trying to connect them toghet, but long story short

#

i dont need it anymore

#

and i havent seen this before so cant i delete it?

#

but im not sure if unity just makes these random things when u make things

#

but it does say prefab so isnt that mean you got it fromanother source

hushed hamlet
#

This is in a folder called third party and vtext and demo so id assume its from a third party plugin called vtext as a part of their demo scene.

alpine void
#

based off my memeory i do not remmber downloading anything called v text

#

so i am going to assume that its part of my friends level (dont need it anymore) and ill try and delete it

#

is it fine?

#

like to delete would it solve the problem right

hushed hamlet
#

I dont know why its in your project

alpine void
#

if that were to be true (what i said)

#

deleteing it would work right?

#

i just want to ask

hushed hamlet
#

Personally id delete it

alpine void
#

so it wont cause any other harm

#

ok

hushed hamlet
#

Or fix it

#

You can always back it up or use something like git to make it less risky to delete and modify things

alpine void
#

it did nothing

#

its sitll not working

#

omg this is doing my head in

hushed hamlet
#

Yeah i dont think thats related to your build error though

alpine void
#

yeah

#

my build thing legit worked

#

like 3 days ago

#

and now its just messed up

#

but why didnt it say then yk

#

hi dlinch...

#

still goin ghard

slow dirge
alpine void
#

is it trust worthly

alpine void
#

does it automatically update

#

!logs

vagrant rootBOT
# alpine void !logs
๐Ÿ“ Logs

Documentation

Editor logs

Windows: %LOCALAPPDATA%\Unity\Editor\Editor.log
MacOS: ~/Library/Logs/Unity/Editor.log
Linux: ~/.config/unity3d/Editor.log

Unity Hub

Windows: %UserProfile%\AppData\Roaming\UnityHub\logs
Mac: ~/Library/Application support/UnityHub/logs
Linux: ~/.config/UnityHub/logs

hushed hamlet
alpine void
#

oh

#

by pressing save?

hushed hamlet
#

Like copy the project, or zip the folder, or use git to manage the code

alpine void
#

sorry may i ask how?

hushed hamlet
#

To zip a folder in Windows, right-click the folder or the files you want to include, hover over "Send to," and then select "Compressed (zipped) folder".

slow dirge
alpine void
#

if something go wrong

#

i just open this zip file

#

and my project is back

slow dirge
#

Ideally you should probably be using version control.

#

If you need a manual backup, you can just copy the project into a different folder. No need to archive it.

alpine void
#

but if the assets were to all disapear

#

wouldnt it affect that folder as well

slow dirge
#

why..? How?

#

quantum entanglement?

#

How can modifying one project affect a copy of it in any way?

alpine void
#

ig

#

im doin git now

#

wish me luck

#

sorry

slow dirge
#

Yeah, you should be doing git honestly

hushed hamlet
#

If the projects important to you, you need to have a system for storing and backing it up. Or you risk losing it at some point

alpine void
#

what is git

#

also i think ill just record it

#

cause this is for a school project btw

#

๐Ÿ’€

alpine void
#

i meant im doing IT now

#

not doin git

#

... i dont know git

tall hearth
alpine void
#

bro im so stressed out

#

like why is this taking so long

#

i need to do my portfolio as well and its already 11pm

tall hearth
alpine void
#

wdym

#

i meant like this whole process

#

to just export this game

tall hearth
#

Oh must have a slow pc then...

alpine void
#

why is l!ke banned word..

#

no

#

like this whole thing

#

im stuck

#

its not working, the PROCESS is taking ages

slow dirge
alpine void
#

yeah

#

idk why i chose this subject

#

mutlimedia

#

i lowkey shouldve done japanese

potent moss
#

does anyone here maybe know anything about this?

alpine void
#

nope

slow dirge
alpine void
#

i love it

#

im kinda bad at it tho

#

also i shouldnt be playing it and should do my word instead

alpine void
potent moss
plain dagger
#

If this was me id spawn the player and setup the camera myself because doing it this way (where this script finds the camera post spawn) is unreliable

#

As long as the player is owned by them it should work just fine

#

anyway trying to check and find dependencies in Update/FIxedUpdate is bad too

valid gale
#

Took me 4 hours for just this location

nocturne remnant
#

Hey,
A question, In a 2d platformer game I want to make a system so that we can have multiple weapons.
I am confused, what's the way people do it? make 2d animated sprites for player with every weapon?
make generic sprites like player with empty hand swinging sword and we animate the sword?

potent geyser
#

Solely depends on your art style

nocturne remnant
#

I cant draw, I am using free sprites from itch.

potent geyser
#

If you want weapons to look absolutely perfectly correct when held, then it's a unique character sprite + animation for each weapon.

#

If you want to go the effecient way, then you float the weapon on the player at a point.

nocturne remnant
#

also in 2d since I dont have armature, its sprites

potent geyser
#

You use an empty game object as the pivot point of the weapon, and put it there as a child.

nocturne remnant
#

oh okay. thank you.

#

I will wishlist JollyRoll

shadow heron
#

<@&502884371011731486> โ†‘

woeful spear
#

When I add this Area Light, by default there's no light (pink/purple in this case). It's visible only after baking. I wonder if it's normal for area lights.

Also, the tutorial says:

#

Set the Range, Intensity, and Indirect Multiplier properties. For now, try making your Area Light a bright light with a large range so you can evaluate the impact that it makes on the scene. You can use the guidance gizmo in the Scene view to help you observe the impact as you adjust these properties.

#

I don't understand what is this "guidance gizmo".

potent geyser
#

If you're not using HDRP, then yes, area lights are bake only.

gray frigate
#

oh neat, i didn't know that the HDRP Lit shader had realtime area light support

azure grove
#

did not know that either though prolly will never use it

#

it does warn you in the component

jaunty pier
#

woops wrong channel

arctic portal
#

i applied the transform of my wheel in blender. so the transform of the wheel is messed up in unity too. it says 0,0,0 even though the position is not actually that. what can i do to fix this?

exotic relic
#

Zero out a parent then zero out the wheel so you now have an object that is center. something like that.

#

Or create that offset in blender. Thereโ€™s not a way to move a pivot point in unity

stuck halo
lethal kite
#

hey, i have a question about unity licence. i have a free licence unity and i work for a company and now they will give me a seat at their org so that i can publish a game. am i gonna get banned? because some devs got banned for it? where i can learn more about this user policy?

#

because i read on reddit and on other places that some people got banned for this

icy dagger
#

yo i literally just started learning unity and the video that im currently watching is a video about remaking flappy bird. and i added my 2d empty object and named it "bird" then used sprite renderer so i could add the sprite. then when i hit the play button it just flies up for some reason. then i added the rigbody 2d so it wouldn't then it just freezed without moving. btw i use an older version of unity cause idk.

pearl oyster
#

Did you accidentally add a rigidbody to the camera

sweet charm
#

Sounds like it

#

@icy dagger

icy dagger
#

damn

#

yeah that was it

#

thanks man

plain dagger
lilac rain
#

is there a channel for me to ask for help with render features?

#

oop, found it

#

mb

stuck flower
#

!collab

vagrant rootBOT
# stuck flower !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โ€ข ** Collaboration & Jobs**

rigid jetty
#

Hi guys, im new to unity and there are plenty of versions and im a bit lost, what version i should download for pubblishing assets pack?

potent geyser
potent geyser
#

Correct

#

If you're creating things for the store, you want to start with supporting the LTS version.

#

If you're just planning on doing art packs, then you can easily test on the latest non-LTS and earlier versions to verify it works. But if you're dealing with things that involve code, you at least want to start with the LTS as your baseline.

pearl oyster
#

Ideally you'd test the asset on multiple editor versions to make sure it works. But if it's just art assets it doesn't really matter which version you use

shrewd geyser
#

is it normal that I have to push light to intensity 45 or even 100 to light-up a night scene?

potent geyser
#

Is your scene just really large in terms of scale? If you make a default cube in Unity, is it proportional to everything in your scene?

#

Also what kind of light are you using here?

vagrant rootBOT
#

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
โ€ข ** Collaboration & Jobs**

daring birch
#

this collab dont work i make post and nothing

stuck flower
potent geyser
daring birch
#

how to make road

craggy pollen
slate glen
#

Hi all! Does anybody ever make pack scenes that can be downloaded?

river flame
#

Screen space AO, SSGI, SSR all in unity 6.2 URP

#

no FSR

strong fable
#

does write default in the animator mean if the property isnt keyframed it will be set to the default value and not what a previous clip might have set it to? and if yes why doesnt this work with the active state of gameobjects?

gray frigate
#

(this is probably why mixing WD On and WD Off is wonky)

#

I create all of my animators with WD On, and I was mildly surprised by that behavior!

amber walrus
#

I'm trying to select the folder for OpenJDK17 (required for Android API 35) in Unity 2022.3.44f1. However, I'm getting an error that this version is not supported.

The point is that in a forum article, the Unity staff says that 2022.3.44f1 normally supports API 35.

The paradox is that this version of Unity does not support OpenJDK17.

prime osprey
#

okay, got the ancient 3.5.6f4 also compiling for the original wii UnityChanSalute

copper gust
prime osprey
#

yeah, it's more for the curiosity than anything else

amber walrus
#

The Big Paradox:

  • Staff: The 2022.3.44f1 builds API 35 normally

  • Unity: Only OpenJDK11 is supported

  • Gradle: OpenJDK17 is required for building API 35

I dont know who i should believe.

echo karma
#

Hello

#

Is there a help form?

charred fog
vagrant rootBOT
# charred fog !ask

:thinking: Asking Questions

:mag: Search the internet for your question!
:book: Use the API Scripting Reference and User Manual and this troubleshooting site for commonly posted issues.
:wrench: Attempt to debug your issue.
:thought_balloon: Find an appropriate channel by reading the name and description in #๐Ÿ”Žโ”ƒfind-a-channel
:grey_question: And don't ask to ask, ask a full question illustrating with screenshots if needed.

-# For more posting guidelines, go to #๐ŸŒฑโ”ƒstart-here

nocturne barn
marble turret
plain dagger
nocturne barn
viral hill
nocturne barn
nocturne barn
plain dagger
viral hill
# nocturne barn wdym

interpolation is the smoothing of movement between 2 points in space. if you break interpolation, it will be jittery

nocturne barn
nocturne barn
gray frigate
#

it also looks like a lot of your surfaces are very dark

#

notice how intensely lit the yellow stripe is

gray frigate
small zodiac
#

hi

grizzled locust
muted heath
#

hi all, anyone with experience using UTS (Unity Toon Shader)?

#

i cant see outline settings on my inspector

pure igloo
#

is there a way to share your projects with someone else so that they can work on it too?

lapis gate
#

github

pure igloo
lapis gate
#

prefab/scene can be shared yes

copper gust
#

github repos share the files directly

pure igloo
#

O_O damn that's noice

#

btw, here's my first sprite

lapis gate
#

still, it's not easy to merge together scene data

pure igloo
pure igloo
lapis gate
#

you wouldn't be able to modify a scene until they submitted their changes and passed it back

#

otherwise the file implodes

pure igloo
lapis gate
#

you work together in a sense that you take turns modifying it

#

active changes by multiple users trying to submit their changes will result in a merge conflict and you'll not be having fun when fixing that serialized data manually

pure igloo
#

damn...

lapis gate
#

usually git is good at trying to resolve these issues, but this type of data does not resolve at all

pure igloo
#

so work on stuff locally and only if the other person commits, do your commits also?

lapis gate
#

git is more likely to mend conflicts if both of you submitted changes to a custom script

pure igloo
#

welp, gotta find out the hard way then

lapis gate
#

Yeah, it's not as easy as one might think. Like hey we can just edit these scenes cooperatively! But in reality you tell your friend they better not be touching any of your scenes

pure igloo
plain dagger
#

Using more prefabs in scenes helps but yea its very hard if a scene gets a merge conflict

lapis gate
#

other person can be building those prefabs to use so you can place them on your scene, but you do not modify those prefabs at the root, only the local data

pure igloo
#

btw, what do you guys mean by scene?

lapis gate
#

or what I like to do, make a variant or dupe

plain dagger
#

e.g. a house prefab. The house prefab is placed in the scene and someone else edits the house prefab.

muted heath
#

nevermind, i figured it out, for the outline settings to show up you need to turn off transparency

lapis gate
stuck flower
mild radish
#

Level prefab

lapis gate
#

All you really need is one scene anyway

pure igloo
#

oh wait, the scene is the thing which the things are displayed

lapis gate
#

then smaller level prefabs

copper gust
lapis gate
#

If you want to lazy load/deload ok multiple scenes are nice

#

but I like control

copper gust
#

beginners don't need to worry about it but memory management has considerations when using scenes vs. prefabs

plain dagger
#

nah whatever is in a scene is saved in there so it makes no difference in that respect

#

If the prefab asset is kept in the build and then loaded... thats different and mostly un related

#

at runtime the concept of a prefab instance is gone

runic parrot
#

Whats the point of git instead of girhub desktop i dont have too much experience but desktop feels easier

copper gust
#

github desktop is a way to interact with git

fickle lily
copper gust
lapis gate
#

cinemachine also provides stuff like the headbob

plain dagger
fickle lily
#

i realized the moving camera around is choppy a little

pure igloo
#

@copper gust i am assuming that this is the way to do it? thing is, it shows that this thing is greater than 100MB when i push this

#

is this normal?

balmy kettle
#

make sure you are using the unity .gitignore file so you only commit the useful stuff (Assets, Packages, and ProjectSettings)

pure igloo
#

oh i did not do that. aight

plain dagger
# pure igloo oh i did not do that. aight

if you already comitted Library/ and THEN added the git ignore then it will remain tracked (bad times)
you would have to untrack the assets which i doubt github desktop will have support for

pure igloo
#

i thought it was abnormal to have so many files being pushed, so i did not do it

plain dagger
#

good you did double check then

pure igloo
#

this looks way better

#

oh nvm, ima get rid of assets which aren't needed

#

64 files changed, way better

#

thanks guys

hidden wagon
#

how do u make ur gtag copy servers work bc i cant fix them @humble abyss or <@&502884371011731486>